Armor (5e fallout Campaign Setting)

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Armor Overview[edit]

Unlike traditional Dungeons and Dragons Fifth Edition, armor class is handled in a piecemeal system similar to Partial Armor (5e Variant Rule). Your base AC is 10 + your Dexterity modifier. This can be increased by wearing the armor listed below. You can either wear one of each piece of armor or an undersuit and an oversuit. There are 4 damage types: Ballistic damage is that sourced from bullets and is dealt by weapons listed under ballistics. Energy damage is sourced from beams of super-heated plasma and lasers. Explosive damage is dealt by fragmentation devices and fire. Melee damage comes from Fists, knives, and other weapons that lack range. Armors typically only effect one or two damage type, causing attacks that deal other damage types to ignore its AC benefit.

Additional Properties[edit]

  • Headlamp (x feet): When activated as a bonus action, sheds bright light for x feet and dim light for another x feet.

Armors[edit]

Name Cost (Caps) AC bonus Damage Type Weight Additional Properties
Undersuits
Brahmin-Skin Outfit 10 caps +1 Energy 1 lb.
Combat Jumpsuit 40 caps +1 All 1 lb.
Mechanic’s Jumpsuit 25 caps +1 Melee 1 lb.
Military Fatigues 30 caps +1 Ballistic 1 lb.
Raider Fatigues 15 caps +1 Explosive 1 lb.
Vault Jumpsuit 25 caps +1 Energy 1 lb.
Name Cost (Caps) AC bonus Damage Type Weight Additional Properties
Chestpieces
Vault Security Armor 50 caps +2 Energy, Ballistic 10 lb.
Leather Jacket 35 caps +1 Energy, Melee 1 lb.
Metal Armor 40 caps +1 Ballistic, Explosive 3 lb. Heavy
Raider Armor 40 caps +1 Explosive, Ballistic 5 lb.
Combat Armor 75 caps +2 Ballistic, Energy 15 lb. Heavy
NCR Armor 25 caps +1 Ballistic, Melee 15 lb.
Veteran NCR Ranger Armor 200 caps +3 All 10 lb.
Legion Armor 50 caps +1 Explosive, Melee 10 lb.
Legion Centurion Armor 150 caps +2 All 20 lb. Heavy
Name Cost (Caps) AC bonus Damage Type Weight Additional Properties
Arm Protection
Combat Armor 50 caps +1 Melee, Explosive 2 lb.
Leather Armor 25 caps +1 Energy, Melee 3 lb.
Metal Armor 40 caps +1 Energy, Explosive 3 lb. Heavy
NCR Ranger Armor 75 caps +1 All 2 lb.
Legion Centurion Armor 75 caps +2 All 3 lb. Heavy
Name Cost (Caps) AC bonus Damage Type Weight Additional Properties
Leg Protection
Combat Armor 30 caps +1 Explosive, Energy 2 lb. Heavy
Metal Armor 40 caps +1 Ballistic, Energy 3 lb. Heavy
NCR Ranger Armor 75 caps +2 All 1 lb.
Legion Centurion Armor 50 caps +1 All 2 lb.
Name Cost (Caps) AC bonus Damage Type Weight Additional Properties
Helmets
Combat Armor 82 caps +2 Ballistic, Melee 2 lb.
Gas Mask 25 caps +1 Ballistic 1 lb. -1d4 rads from all sources.
Vault Security Armor 30 caps +1 Melee, Energy 1 lb.
Metal Helmet 40 caps +1 Energy, Explosive 1 lb. Heavy
Raider Helmet 20 caps +1 Ballistic, Melee 1 lb. Heavy
NCR Armor 15 caps +1 Ballistic, Explosive 2 lb.
Veteran NCR Ranger Armor 85 caps +2 All 3 lb. Darkvision (60 feet)
Power Armor Helmet 300 caps +3 All 5 lb. Headlamp (30 feet), Heavy
Name Cost (Caps) AC bonus Damage Type Weight Additional Properties
Oversuits
Suit 15 caps +0 None 1 lb. +2 to Persuasion checks
Hazmat Suit 100 caps +2 Energy 5 lb. All rads taken are halved.
US General’s Overcoat 150 caps +1 Ballistic 2 lb. US Army constructs will not attack you unless you attack them.
Chinese Stealth Armor 500 caps +2 All 20 lb. Advantage to Stealth checks.
Faction Leader Armor 150 caps +1 All 3 lb. Members of the same faction will not attack you unless you are infamous enough.

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